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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.24 05:15:00 -
[1]
The old thread listed in ships and modules is mouldy and just plain awful. So I figured I would get the ball rolling again with a few slightly "alternative" set-ups, and a plain fleet set-up for Revelations. But we all know you guys can do better, both standard and wacky set-ups welcome, lets see what we can do with this delightfully different battleship.
Solo/Gang
Siege: 4x Seige II, 2x NOS 100mn MWD, X-Large Shield Booster I, Scram, 2x Hypnos, 3x Muon Damps 2x Sig Distortion Amp II, 1x BCSII, 1x RCU
361DPS
Rigged: 4x Siege II, 2x NOS 100mn MWD, Large Shield Booster II, Scram, 2x Hypnos, 3x Muon Damps 2x Sig Distortion Amp II, 2x BCSII 1x Ancillary Current Router
405DPS
Cruise: 4x Cruise II, 2x NOS 100mn MWD, X-Large Shield Booster II, Scram, 2x Hypnos, 3x Muon Damps 2x Sig Distortion Amp II, 2x BCSII
338DPS
EW: Calculated vs unmodified Scorpion Jamming Chance = 45.8% Target Lock Range = 14km Target Locing Time = 102sec
The main problem I see when I look at Scorpion fits is the lack of damps, though these set-ups may be a little over the top for some, try switching a damp for jammer for a slightly less... interesting experience. The premise is this: if it takes 100seconds to aquire a lock thats 5 chances for your ECM modules to jam them, in addition the opponent is usually damped down to below your scram range making them unable to lock you in the first place. Basically it's an over-sized Celestis with the advantage of great jamming capabilities. The only real issue is when a sensor boosted opponent locks first, at very close range and you repeatedly fail to jam them, the MWD isn't just to keep range, get out of their reduced lock range, and if you think you can take them fly back in damping and jammming. Don't worry they'll usually chase you rather than warp out. 
Fleet:
Cruise: 4x Cruise II, 1x NOS, 1x Large Remote Rep X-Large Shield Booster, Sensor Booster, 6x Racial ECM (2x Spatial & Phase, 1x Ion and White Noise) 2x Sig Distortion Amp II, 1x Sig Amp II, CPR II
EW: Calculated vs unmodified Scorpion Jamming Chance 63.54% for paired racials Jamming Chance 39.62% for single racials Jamming Chance 79.31% All jammers on one target
The Remote Rep is active and can be used if prudent, the NOS can be used to replenish cap from friendlies. Both are only really present due to excess PG and CPU but could be handy between battles. Also, the CPR is well worth shield boost penalty.
Basic tactics: Align. When the overview starts blinking at you warp out, on arrival warp back, boost shields in transit both ways.
If you hit a bubble or get tackled your dead. I usually fly on the defensive meaning bubbles aren't a major issue but if anyone has a good fleet Scorp setup with an MWD feel free to post it.
Lastly t2 medium drones are included in the solo/gang set-ups DPS calcs (which should be taken with a pinch of salt coming from quick-fit, but they're still good for relative comparison) I would also recommend t2 Lights for dealing with enemy drones. In a gang you may find repair drones more suitable. The fleet setup has no DPS value (because frankly I don't care) and I would recommend fitting a set of medium rep drones matching the majority of the fleets tanks and lights matching the minority (typically med armor and light shield bots).
Ok I'm done for now... who's next? 
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Atsuko Ratu
Caldari VSP Corp.
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Posted - 2007.07.24 05:26:00 -
[2]
Edited by: Atsuko Ratu on 24/07/2007 05:30:45 3x large smartbomb (em/therm/explo) 3x heavy nos
1x scramb 1x xl booster 2 1x sensor booster 2 5x ecm
3x hypnos signal distortion 1x dmg control
5x hammerhead 2 5x hobgoblin 2
Edit: solo to small gang pvp
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Death Kill
Caldari direkte
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Posted - 2007.07.24 05:44:00 -
[3]
Originally by: Daelin Blackleaf
Fleet:
Cruise: 4x Cruise II, 1x NOS, 1x Large Remote Rep X-Large Shield Booster, Sensor Booster, 6x Racial ECM (2x Spatial & Phase, 1x Ion and White Noise) 2x Sig Distortion Amp II, 1x Sig Amp II, CPR II
whats the point of shield booster? When youre primary the booster will be irrelevant. Instead fit more jammers/damps.
Originally by: myself The Amarr templar joke is a joke stupid people can laugh at. Its the joke any dumb person can laugh at.
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Atsuko Ratu
Caldari VSP Corp.
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Posted - 2007.07.24 05:49:00 -
[4]
Originally by: Death Kill
Originally by: Daelin Blackleaf
Fleet:
Cruise: 4x Cruise II, 1x NOS, 1x Large Remote Rep X-Large Shield Booster, Sensor Booster, 6x Racial ECM (2x Spatial & Phase, 1x Ion and White Noise) 2x Sig Distortion Amp II, 1x Sig Amp II, CPR II
whats the point of shield booster? When youre primary the booster will be irrelevant. Instead fit more jammers/damps.
"Basic tactics: Align. When the overview starts blinking at you warp out, on arrival warp back, boost shields in transit both ways."
I think that was his basic point of the booster. But after that 15 or 20 man gang mark the boosters not gonna do much imo
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Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2007.07.24 06:25:00 -
[5]
Scorpion can be a lot of fun to fit, especially for small gang/solo warfare. It has neither the survivability nor damage (if used as an EW platform) output of other battleships, but flying one takes balls - it's an insta-primary ship. I've been enjoying this recently:-
High: 4x Cruise Launcher 1x Recon Probe Launcher 1x Remote Armour Repairer
Middle: 1x 100MN Microwarpdrive 1x Heavy Capacitor Booster (/w 800s) 1x Warp Scrambler 1x Stasis Webifier 4x Multispectral ECM
Low: 1x Damage Control Unit 1x Large Armour Repairer 2x Energised Adaptive Nano Membrane
Rigs: 1x Armour Explosive 1x Armour Kinetic 1x Armour Thermic
Drones: 5x Medium Armour Repairer Drones 5x Light Drones
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Murehz
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Posted - 2007.07.24 07:50:00 -
[6]
Out of curiosity why does everyone always fit missiles to their scorps?
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Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2007.07.24 08:00:00 -
[7]
Quote: Out of curiosity why does everyone always fit missiles to their scorps?
Simple answer? Ease of use, fitting requirements and capacitor consumption - missiles win hands down for all three.
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Murehz
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Posted - 2007.07.24 08:01:00 -
[8]
Edited by: Murehz on 24/07/2007 08:01:11
Originally by: Cedric Diggory
Quote: Out of curiosity why does everyone always fit missiles to their scorps?
Simple answer? Ease of use, fitting requirements and capacitor consumption - missiles win hands down for all three.
All I can say is whenever I try using missils on a scorp all I can think of is holy cow where did all my damage just go.
P.S. And win over what?
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me bored
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Posted - 2007.07.24 08:03:00 -
[9]
If you don't have any tank in your lows you'll find yourself getting killed by ogres and fofs. No setup from me as I am still experimenting to try to find the optimal balance of tank/distortion amps.
Originally by: Murehz Out of curiosity why does everyone always fit missiles to their scorps?
Range, fofs and low fitting requirements.
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Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2007.07.24 08:12:00 -
[10]
Quote: P.S. And win over what?
That's a good point. I'm assuming the alternative is to fit hybrids, but in truth there's nothing stopping you using projectile or laser setups, or even a nosferatu setup.
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Murehz
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Posted - 2007.07.24 08:12:00 -
[11]
I may as well help the greater community by giving my setup (this is from memory so it may be wrong).
Highs: 4 x turret or launcher of choice 1 x Large NOS 1 x Large SB
Meds: MWD or AB Scram Web Med cap booster (can be removed if wanted) 3 x damps and 1 ECM burst or 4 multis (or 5 if you take off the cap booster) <- Basically EW of choice
Lows: 1 or 2 1600mm plates Damage mods and signal distortian amps to taste
I think thats basically what my last setup was although I'm not entirely certain, I may have had 1 or 2 faction/COSMOS modules in there to help with fitting.
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Ararius
e X i l e FREGE Alliance
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Posted - 2007.07.24 08:21:00 -
[12]
If your camping a gate a scorp is a suburb ship for catching stabed battleships.
Highs- Torp/Cruise whatever you want Mids- 4x T2 Warpdisruptors, 3x Sensor Boosters, Cap Booster with 800s Lows- 1600 Plate, LAR, and 2 hards that match sentry damage
Now laugh at stabed battleships!
Originally by: Alski It depends how much CCP learn from past user interface mistakes, i'm sure they'll do very well, but if not i'll be right clicking on random people and selecting "Orbit at 0.5m" 
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.07.24 08:28:00 -
[13]
2x sensorbooster, 6x jammer, 3x SDA, 1x dmg control, you fill in the rest :)
sup /b/ |

Hugh Ruka
Caldari Free Traders
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Posted - 2007.07.24 09:01:00 -
[14]
Originally by: Sokratesz 2x sensorbooster, 6x jammer, 3x SDA, 1x dmg control, you fill in the rest :)
The Scorption has 3 main problems:
1. Powergrid - lacks PG to fit eny decent offensive weaponry. Scorp has no damage bonus, thus it needs to fit the largest weapons possible, or lots of damage mods (only 4 lows).
2. Capacitor - When goind full Multispec t2, cap drains fast. This limits available weaponry options to projectiles and missiles.
3. Damage - no dmage bonus, split weapon layout. Scorp would benefit from a 6/6 turret/launcher option greatly.
While I saw some solo Scorp videos pwning targets under sentry fire, it was deep in armor and barely holding cap.
The best optoion for Scorp is gang support.
4xcruise, 2x whatever SB, heavy cap booster, 6xjammer (know your enemy and know yourself) 2/3x SDA, 2/1x 1600plate
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls.... 
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Skallebank
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Posted - 2007.07.24 10:32:00 -
[15]
Lets not forget with decent engineering skills and the 8 mids the scorp can tank pretty dam well.
try this Highs 4 cruise 2 heavy diminsishing nos meds 2xem t2 hardeners 2xtherm 1x kin 1x exp t2 shield boost amp t2 x-large booster Lows 1xdcu t2 2x power diag t2, 1x bcu t2.
rigs x2shield ext rigs one shield hardener rig.
you could swap a hardener for a heavy t2 cap booster if u just want to tank.
my theory is im going to be primaryed any way so lets make it take em 3 or min to kill me , meanwhile our fleet has taken 2 of the enemy battleships. mayby it will tank longer im not sure yet.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.07.24 10:55:00 -
[16]
Fleet (as 'blob') setup
Hi: 4x Cruise II 2x whatever fits (2x medium smarbombs or 2x auto targeter I) Med: Sensor Booster II, 3x Racial ECM II 3x Sensor Dampener II 1x Heavy Injector (x800) Low: LAR II, 3x 1600 mm tungsten plates
Rigs: None
It gets called primary. Most likely sooner than later so you will need all the hp buffer you can get. You will also die. Most likely sooner than later so it should be as cheap as it gets while not falling back to pure t1 suicide setup. Auto Targeters give you more max targets (assuming you have good multitasking skill) so you can utilize your few ECM gadgets for maximum coverage.
Any combination of ECM / damps is effective but for real fleet fights (around 150 km mark) you might want to go with full rack of T2 racial ECM's. Up to around 120 km damps are also pretty decent to drop opponents below engagement range. As far as drones go. For small to medium blob 5x warrier II to harass inties and 5x medium armor rep drones. For bigger fights it does not matter what drones you get as you will be lagging out anyway. Logisticks ones are good should you survive (unlikely in scorpion). I myself would prefer medium smartbombs as if you end up sitting on top of interdictor bubble they give you remote possibility of escaping (only 4 km range on named ones tho).
If you like then Damage control II instead of one 1600 mm plates is also good idea to free up some powergrid for something bigger in your remaining 2 free hi slots (or if you would like to try using turrets on scorp you can use 3x 350 mm T2 rails + 3x medium T2 smartbombs by using 1x DC II).
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.24 13:56:00 -
[17]
The shield booster is on the fleet set-up because without it if you do survive being called primary you'll likely either sit at a safe waiting for your shields to re-charge or you'll never make it out a second time. It is possible to make it out of very large fleet battles provided your properly aligned, just warp as soon as something starts targeting, don't hang around, it's likely either the start of focused fire or it's a tackler. If there is a lot of lag in the system you may get lucky, you may not, but if you do get out I'd rather have the booster than not.
As for missiles I find that 425's with jav deliver less DPS within the 20km range than Torps. With spike in fleet your DPS is frankly pathetic. Blasters are worth consideration, but since both 425's and Blasters place a heavy drain on your capacitor you would need to compensate for this dropping a damage mod for a CPR (and lessening your tank) or dropping EWAR for a Booster or recharger (Having an even worse impact on your real tank). Missiles take no cap, actually have a reasonable DPS compared to Rails,and have no tracking or optimal issues within scram range I see no reason at all to take Rails over torps.
Not to mention well skilled cruise are vastly superior vs smaller ship-classes than torps, blasters, or rails unless you can web and paint your target.
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Entreri Finwe
Raptus Regaliter Pride - Honor - Duty
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Posted - 2007.07.24 14:44:00 -
[18]
This is what I like in a big-ish fleet:
4x 425 mm Railgun (as ex*****ive ones as you can stand to loose) 2x Assault Missile Launcer II
2x Sensor Booster II 6x Racial ECM II (2x Spatial, 2x Ion, 1x Phase and 1x White Noise? Perhaps 2x Phase and 1x Ion or 2x Phase and Ion and scrap the White Noise?)
2x Signal Distortion Amp II 1x 1600mm Plate II 1x Damage Control Unit II (again, if you don't want a cheaper one)
I don't feel comfortable loosing one more low for a sigal amp or a medium for a sheild booster, it really needs more than one sensor booster II, perhaps something officer or deadspace/faction but I'd never put that on a Scorp...
And as Daelin said: Align, yellow blinky-blink = get the hell out of dodge...guns used for anti support (I fit guns because I don't like missiles)
Originally by: jarack I de-synced in my bathroom once, now i have no where to wash my hands 
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Entreri Finwe
Raptus Regaliter Pride - Honor - Duty
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Posted - 2007.07.24 14:45:00 -
[19]
I like my typo so much I won't edit it ;)
Originally by: jarack I de-synced in my bathroom once, now i have no where to wash my hands 
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.07.24 14:50:00 -
[20]
its worthless without signal distortion amplifiers
sup /b/ |
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.24 19:37:00 -
[21]
Edited by: Daelin Blackleaf on 24/07/2007 19:38:38
Originally by: Entreri Finwe This is what I like in a big-ish fleet:
4x 425 mm Railgun (as ex*****ive ones as you can stand to loose) 2x Assault Missile Launcer II
2x Sensor Booster II 6x Racial ECM II (2x Spatial, 2x Ion, 1x Phase and 1x White Noise? Perhaps 2x Phase and 1x Ion or 2x Phase and Ion and scrap the White Noise?)
2x Signal Distortion Amp II 1x 1600mm Plate II 1x Damage Control Unit II (again, if you don't want a cheaper one)
I don't feel comfortable loosing one more low for a sigal amp or a medium for a sheild booster, it really needs more than one sensor booster II, perhaps something officer or deadspace/faction but I'd never put that on a Scorp...
And as Daelin said: Align, yellow blinky-blink = get the hell out of dodge...guns used for anti support (I fit guns because I don't like missiles)
Pretty much what I'd go for on a non-boosted set-up, though if you swapped in the SBII sig Amp II you could use the extra mid for an extra ECM... if you think it's worth losing a low. I'm an optimist though so I generally go with the booster, pays for itself if you survive the first two warp-outs... big IF there though. 
/me grumbles about lag and being dead before receiving a lock indication.
[EDIT: Sokratesz your breaking rules 1 & 2 with you sig. ]
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Kyozoku
Mutiny.
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Posted - 2007.07.24 21:48:00 -
[22]
Edited by: Kyozoku on 24/07/2007 21:49:55 Laser scorps ftw!
It's worth gimping your setup to get cool purple pew pew.
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.07.24 21:53:00 -
[23]
Originally by: Daelin Blackleaf
[EDIT: Sokratesz your breaking rules 1 & 2 with you sig. ]
shush before i enforce rule 34 on a scorpion. Or maybe on a thorax.
sup /b/ |

James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.07.24 22:18:00 -
[24]
Originally by: Murehz Edited by: Murehz on 24/07/2007 08:01:11
Originally by: Cedric Diggory
Quote: Out of curiosity why does everyone always fit missiles to their scorps?
Simple answer? Ease of use, fitting requirements and capacitor consumption - missiles win hands down for all three.
All I can say is whenever I try using missils on a scorp all I can think of is holy cow where did all my damage just go.
I find this regardless of what weapon systems I'm fitting. 6 highs, a 4/4 split, no damage bonus, and no damage mods make for a poor damage output anyway.
For fleet, Assault launchers work pretty good though. At least you can _vaguely_ scare a frigate, with precision lights and noses.
Without damage bonuses, siege IIs are vaguely comparable to neutron IIs, and where your grid is rubbish, your CPU is pretty good on the scorp.
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